Files
tbd-station-14/Content.Shared/Anomaly/Effects/Components/EntitySpawnAnomalyComponent.cs
Ed b02c211e2f Start rebalancing anomalies - Rock and Flesh anomaly reworked (#24381)
* rework

* bruh

* all fixed

* balance

* bb

* Update TileAnomalySystem.cs

* Update EntityAnomalySystem.cs
2024-01-23 15:32:05 +03:00

73 lines
2.0 KiB
C#

using Robust.Shared.Prototypes;
namespace Content.Shared.Anomaly.Effects.Components;
[RegisterComponent, Access(typeof(SharedEntityAnomalySystem))]
public sealed partial class EntitySpawnAnomalyComponent : Component
{
/// <summary>
/// All types of entity spawns with their settings
/// </summary>
[DataField]
public List<EntitySpawnSettingsEntry> Entries = new();
}
[DataDefinition, Serializable]
public partial record struct EntitySpawnSettingsEntry()
{
/// <summary>
/// A list of entities that are random picked to be spawned on each pulse
/// </summary>
[DataField]
public List<EntProtoId> Spawns { get; set; } = new();
/// <summary>
/// The minimum number of entities that spawn per pulse
/// </summary>
[DataField]
public int MinAmount { get; set; } = 0;
/// <summary>
/// The maximum number of entities that spawn per pulse
/// scales with severity.
/// </summary>
[DataField]
public int MaxAmount { get; set; } = 1;
/// <summary>
/// The distance from the anomaly in which the entities will not appear
/// </summary>
[DataField]
public float MinRange { get; set; } = 0f;
/// <summary>
/// The maximum radius the entities will spawn in.
/// </summary>
[DataField]
public float MaxRange { get; set; } = 1f;
/// <summary>
/// Whether or not anomaly spawns entities on Pulse
/// </summary>
[DataField]
public bool SpawnOnPulse { get; set; } = false;
/// <summary>
/// Whether or not anomaly spawns entities on SuperCritical
/// </summary>
[DataField]
public bool SpawnOnSuperCritical { get; set; } = false;
/// <summary>
/// Whether or not anomaly spawns entities on StabilityChanged
/// </summary>
[DataField]
public bool SpawnOnStabilityChanged { get; set; } = false;
/// <summary>
/// Whether or not anomaly spawns entities on SeverityChanged
/// </summary>
[DataField]
public bool SpawnOnSeverityChanged { get; set; } = false;
}